FairyGUI Namespace |
Class | Description | |
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AsyncCreationHelper | ||
BaseFont |
Base class for all kind of fonts.
| |
BitmapFont | ||
BitmapFont.BMGlyph | ||
BlendModeUtils | ||
BlendModeUtils.BlendFactor | ||
BlurFilter | ||
BoxColliderHitTest | ||
CaptureCamera | ||
ChangePageAction | ||
ColliderHitTest | ||
ColorFilter | ||
Container | ||
Controller |
Controller class.
控制器类。控制器的创建和设计需通过编辑器完成,不建议使用代码创建。
最常用的方法是通过selectedIndex获得或改变控制器的活动页面。如果要获得控制器页面改变的通知,使用onChanged事件。
| |
ControllerAction | ||
DisplayObject | ||
DisplayOptions | ||
DragDropManager |
Helper for drag and drop.
这是一个提供特殊拖放功能的功能类。与GObject.draggable不同,拖动开始后,他使用一个替代的图标作为拖动对象。
当玩家释放鼠标/手指,目标组件会发出一个onDrop事件。
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DynamicFont | ||
Emoji | ||
EMRenderSupport |
这是一个在编辑状态下渲染UI的功能类。EM=Edit Mode
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EventContext | ||
EventDispatcher | ||
EventListener | ||
FillUtils | ||
FontManager | ||
GButton |
GButton class.
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GComboBox |
GComboBox class.
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GComponent |
Component
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GearAnimation |
Gear is a connection between object and controller.
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GearBase |
Gear is a connection between object and controller.
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GearColor |
Gear is a connection between object and controller.
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GearDisplay |
Gear is a connection between object and controller.
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GearIcon |
Gear is a connection between object and controller.
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GearLook |
Gear is a connection between object and controller.
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GearSize |
Gear is a connection between object and controller.
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GearText |
Gear is a connection between object and controller.
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GearTweenConfig | ||
GearXY |
Gear is a connection between object and controller.
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GGraph |
GGraph class.
对应编辑器里的图形对象。图形有两个用途,一是用来显示简单的图形,例如矩形等;二是作为一个占位的用途,
可以将本对象替换为其他对象,或者在它的前后添加其他对象,相当于一个位置和深度的占位;还可以直接将内容设置
为原生对象。
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GGroup |
GGroup class.
组对象,对应编辑器里的高级组。
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GImage |
GImage class.
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GLabel |
GLabel class.
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GList |
GList class.
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GLoader |
GLoader class
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GlyphInfo |
Character info.
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GMovieClip |
GMovieClip class.
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GObject | ||
GObjectPool |
GObjectPool is use for GObject pooling.
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GoWrapper |
GoWrapper is class for wrapping common gameobject into UI display list.
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GProgressBar |
GProgressBar class.
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GRichTextField |
GRichTextField class.
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GRoot |
GRoot is a topmost component of UI display list.You dont need to create GRoot. It is created automatically.
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GScrollBar |
GScrollBar class.
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GSlider | ||
GTextField | ||
GTextInput | ||
GTween | ||
GTweener | ||
HitTestContext | ||
Image | ||
InputEvent | ||
InputTextField |
接收用户输入的文本控件。因为支持直接输入表情,所以从RichTextField派生。
| |
LongPressGesture |
长按手势。当按下一定时间后(duration),派发onAction,如果once为false,则间隔duration时间持续派发onAction,直到手指释放。
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MaterialManager |
Every texture and shader combination has a MaterialManager.
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MeshColliderHitTest | ||
MovieClip | ||
MovieClip.Frame | ||
NAudioClip | ||
NGraphics | ||
NMaterial | ||
NTexture | ||
PackageItem | ||
PageOption | ||
PinchGesture |
两个指头捏或者放的手势。
| |
PixelHitTest | ||
PixelHitTestData | ||
PlayTransitionAction | ||
PopupMenu | ||
RectHitTest | ||
Relations | ||
RichTextField | ||
RotationGesture |
手指反向操作的手势。
| |
RTLSupport | ||
ScrollPane | ||
SelectionShape | ||
ShaderConfig | ||
Shape | ||
Stage | ||
StageCamera |
Stage Camera is an orthographic camera for UI rendering.
| |
StageEngine | ||
Stats | ||
SwipeGesture |
滑动手势。你可以通过onBegin+onMove+onEnd关心整个滑动过程,也可以只使用onAction关注最后的滑动结果。滑动结果包括方向和加速度,可以从position和velocity获得。
注意onAction仅当滑动超过一定距离(actionDistance)时才触发。
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TextField | ||
TextField.LineInfo | ||
TextFormat | ||
Timers | ||
TouchScreenKeyboard | ||
Transition | ||
TranslationHelper | ||
TreeNode | ||
TreeView | ||
TweenValue | ||
TypingEffect |
文字打字效果。先调用Start,然后Print。
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UIConfig |
Global configs. These options should be set before any UI construction.
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UIConfig.ConfigValue | ||
UIContentScaler | ||
UIObjectFactory | ||
UIPackage |
A UI Package contains a description file and some texture,sound assets.
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UIPainter | ||
UIPanel | ||
UpdateContext |
UpdateContext is for internal use.
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Window |
Window class.
窗口使用前首先要设置窗口中需要显示的内容,这通常是在编辑器里制作好的,可以直接使用Window.contentPane进行设置。
建议把设置contentPane等初始化操作放置到Window.onInit方法中。
另外,FairyGUI还提供了一套机制用于窗口动态创建。动态创建是指初始时仅指定窗口需要使用的资源,等窗口需要显示时才实际开始构建窗口的内容。
首先需要在窗口的构造函数中调用Window.addUISource。这个方法需要一个IUISource类型的参数,而IUISource是一个接口,
用户需要自行实现载入相关UI包的逻辑。当窗口第一次显示之前,IUISource的加载方法将会被调用,并等待载入完成后才返回执行Window.OnInit,然后窗口才会显示。
如果你需要窗口显示时播放动画效果,那么覆盖doShowAnimation编写你的动画代码,并且在动画结束后调用onShown。覆盖onShown编写其他需要在窗口显示时处理的业务逻辑。
如果你需要窗口隐藏时播放动画效果,那么覆盖doHideAnimation编写你的动画代码,并且在动画结束时调用Window.hideImmediately(注意不是直接调用onHide!)。覆盖onHide编写其他需要在窗口隐藏时处理的业务逻辑。
|
Structure | Description | |
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Margin | ||
TextField.CharPosition | ||
UpdateContext.ClipInfo |
Interface | Description | |
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EMRenderTarget | ||
IAnimationGear | ||
IColorGear | ||
IEventDispatcher | ||
IFilter | ||
IHitTest | ||
IKeyboard |
用于文本输入的键盘接口
| |
ITextColorGear | ||
ITweenListener | ||
IUISource |
Delegate | Description | |
---|---|---|
EventCallback0 | ||
EventCallback1 | ||
GObjectPool.InitCallbackDelegate |
Callback function when a new object is creating.
| |
GTweenCallback | ||
GTweenCallback1 | ||
InputTextField.CopyHandler | ||
InputTextField.PasteHandler | ||
ListItemProvider | ||
ListItemRenderer |
Callback function when an item is needed to update its look.
| |
NGraphics.MeshModifier | ||
PlayCompleteCallback | ||
ShaderConfig.GetFunction | ||
TimerCallback | ||
TransitionHook | ||
TreeView.TreeNodeCreateCellDelegate | ||
TreeView.TreeNodeRenderDelegate | ||
TreeView.TreeNodeWillExpandDelegate | ||
UIConfig.SoundLoader | ||
UILoadCallback | ||
UIObjectFactory.GComponentCreator | ||
UIObjectFactory.GLoaderCreator | ||
UIPackage.CreateObjectCallback | ||
UIPackage.LoadResource |